LTW - Evolution v2.39

This bundle is marked as approved. It works and satisfies the submission rules.

This is the newest version of my Line Tower Wars - Evolution map.
It is an alround LTW with an awesome performance due to the complete usage of vJass code.
The first player can choose from several game modes at the beginning of a game which influences the whole gameplay afterwards and is so able to customize his own game.

Play against the computer by occupying computer slots.
There are three available difficulties (easy, normal, insane) which have an influence on the power of the A.I. oponent.

- Missile Tower - Medium tower which has got an average power against all creep types.
- Siege Tower - Deals splash damage but can only attack ground units.
- Anti-Air Tower - Can only attack air units but is very effective against them.
- Spell Tower - Deals chaos damage and has certain spells to protect you against attacker and boss creeps.
- Sharp Tower - Melee tower, attacks at a high ratio and damages all units around it.
- Aura-Tower - Buffs your towers or debuffs your enemies.
- Mine - Doesn't block the way for creeps and is usefull if you would leak strong ground units.
- Wall - Can't attack but can greatly protect your towers against enemy attackers.
- Detector - The only tower which is able to detect invisible enemy units.
- Barricade - Useful to extend your maze with low gold costs. Can be upgraded to any other tower.
- Elemental Tower - Very strong tower type with unique abilities. A player can only have one tower of this type at the same time.

This LTW contains many modes from which the host can choose from and which influences the gameplay greatly.
It is fully coded in performant vJass with useful Systems and not with bad GUI codes.
Elemental towers largely got replaced with strategic towers.
The builder got helpful spells which he can use to win the game.
The balance is much better than in other LTW's. (opinions of players in b.net)
All tooltips and hotkeys are working and well made. (QWER hotkeys)
The game interface got slight improvements.
The game development is running and im ready for new stuff. =)
No cooldown for sending creeps. (very experimental!)

Changelogs:

Changelog v2.39 (4th Sep. 2015)

-Multiboard: decrease Towers sections width.
-Sharp Towers: their model no longer animates below ground.
-Elemental Towers: they now turn their face to their prey on attack.
-War Elemental: improved attack animation point timing.
-Earth Elemental: improved attack animation point timing.
-Added restriction to use Select Tier2/3 without selection of the tier below. (for noobs)
-Added restruction to Anti-Air Tower and walls as well as Defense Aura Tower in certain modes via upgrades.
-Fix a bug that creeps who reached the goal of a base and got teleported to the next prey are ordered to move to the previous player's end.
-Rot Golem (Tier1): increased hitpoints to 1150 from 1100.
-Troll Berserker (Tier2): decreased hitpoints to 1500 from 1600.

-The builder now automatically teleports to issued points when the point is within the player's base and too far away.
-Removed builder's Teleport [E] ability because it got replace by the system stated above.
-Pressing the spacebar button will now focus the camera on the player's builder.
-Add working tier selection buttons for the builder.
-Builder can now select the Tier buildings via command card (buttons).
-Removed visual tier buildings from the map. (They are only accessible by the player's builder!)
-Redesigned player base according to the visual removal of the tier buildings.
-Reordered builder's command card buttons.
-Increased default starting gold and income to 30 from 25.
-Builder: Thunder Strike (Magic) - decreased mana costs to 0 from 75.
-Builder: Thunder Strike (Magic) - increased cooldown to 20 seconds from 15 seconds.
-Holy Elemental: Shielding - buff effect now displays overhead instead of at origin of towers.
-Abomination: decreased hitpoints to 75k from 80k.
-Abomination: no longer is a fast unit.
-Abomination: new ability - maximum speed: unit moves at maximum speed and can't be slowed.

-Added new elemental tower: War Elemental (Activ: Battle Roar)
-The actual creep spawning area of a player's base is now horizontally linear on top of the player's base.
-Removed Marketplace: as it got replaced nearly entirely by an automated system.
-Removed Mode: No-Limits (as it is equal to food and tower limit set to 150.)
-Removed Mode: Enable Command (as it was only very rarely used)
-Decreased AoE splash attacks of all towers to 150 AoE from 175 AoE.
-Wall: increase hitpoints and hp-reg by ~33%.
-Barricade: it is no longer possible to upgrade a barricade to an Elemental Tower. (it was exploitable)
-Spell Tower: Rebuild: increased casting range to 1800 from 900.
-Spell Tower: Rebuild: increased hitpoint repair to get along with the updated tower hitpoints for lower stages.
-Scout Tower (2): Reveal Area: increased duration to 10 seconds from 6 seconds.
-Scout Tower (2): fixed a bug that it did not grow in size on upgrade.

-Improved text-layout of the welcome message.
-Tier buildings are now visually different when inactive. (that is only the case in the beginning of a game)
-Reordered some modes in the multiboard mode selection.
-Swapped Mine (1) and Sharp Tower (1) build button positions.
-Spell Towers: remade coloring of the towers. (looks less ugly, now)
-Generally improved shadows and coloring of many towers.

-Players now can't train units in the first 15 seconds after game start.
-Lower Tower- and Foodlimitation set to 50 from 0 and 10.
-Updated creep tooltips [si]+[fm] income value to the correct value since timer was set to 10 seconds instead

-Changed terrain so that all bases have now the same layout.
-Minor map script optimization.
-Updated tooltip of Sharp towers to correct the last update information with 90 attacks per minute.
-Fixed a bug that auto exchange between gold and wood was not activated for every player on gamestart.
-Fixed a bug with the information message when activating or deactivating auto exchange manually.
-The game now creates the correct creep barracs on gamestart instead of exchange existing ones.
-Commands are no longer case sensitive. (E.g. -clear and -cLEaR does both work now.)
-Add camera operations to make a farsight possible.
-Cut buildable area on the upper and lower side of every lane.
-Fixed a bug that basic Elemental tower had no attack and thus got no attacker focus.
-Add informational text to Aura Tower tooltip: "The same auras do not stack!"
-Fixed a bug that the pro-gamer buff showed an income malus of 15% instead of 10%.
-Improved gold and wood exchange system to also allow automatical exchange from wood to gold.
-Treant: decreased hitpoints to 25 from 34.
-Mud Golem: increased hitpoints to 225 from 210.
-Harpy: increased hitpoints to 2000 from 1900.
-Gnoll: increased hitpoints to 3500 from 3200.
-Siege Engine: increased hitpoints to 2600 from 2500.
-Siege Engine: increased attack damage to 7 from 6.
-Faceless Void: increased hitpoints to 5000 from 4700.
-Magnataurus: decreased hitpoints to 8000 from 8250.
-Dragon Spawn: decreased hitpoints to 8500 from 8800.
-Felhound: increased hitpoints to 15000 from 12000.
-Set activation duration of Mines to 10 seconds from 1 second.
-Anti-Air Towers: increased attack speed to 160/min from 150/min.
-Fixed a minor memory leak in the block detection system.
-Fixed a minor memory leak in the Downtime ability code.
-Deactivated DEPCHECKALIAS in order to hopefully decrease the chance for a fatal error.

Changelog v2.31 (18th Dec. 2013)

-Added a new custom ground texture for all towers.
-Elemental Tower will no longer visually screw up near cliffs.
-Changed sizes of different Elemental Tower stages to make them differently visualized.
-Frost Attack of Water Elemental now slows for 50% instead of 30%.
-Reduced selection scale to better fit towers with multiple selected towers at the same time.
-Fixed a bug where Tech Elemental stage 1 could hit an unlimited amount of units.
-Tech Elemental can now hit 3/4/5 units at the same time from 2/3/5.
-Fixed a bug that the bases of players 7 to 12 were slightly smaller.
-Defence Aura (aura tower) now increases armor by 2/4/6 from 4/6/8.
-Make creeps slightly slower in general. (Normal, Air, Fast: to 250,100,400 from 300,150,450)
-Increased hitpoints from Abonimations (creep) from 75000 to 85000.
-Increased attack speed of Unholy Elemental towers from 60/min to 80/min.
-Increased attack range of Unholy Elemental towers from 600 to 700.
-Decreased Overheating (Fire Elemental) mana costs to 30 from 45 and set fire elemental maximum mana to this amount.
-Increase offense value of all Elemental towers at stage 3 by 25%.
-Fixed attack animation durations for all Elemental towers.
-Increased attack speed of Holy Elemental towers to 90/min from 60/min.
-Increased hitpoints of Nature Elemental towers of all stages by 20%.
-Increased attack range of Thunder Elemental towers to 550 from 500.
-Decreased hitpoints of Scout Tower to 100/250 from 250/500.
-Decreased hitpoints of Aura towers to 100/250/500 from 250/500/750.
-Increased attack speed of Sharp towers to 90/min from 80/min.
-Increased hitpoints of all Wall towers by 50%.
-Added a new ability "Razor Edge" to all Wall towers which damages attackers on hit.
-Reduced aura effect range of all creep auras to 400 from 600.
-There are no longer different stages of creep auras for every tier but just a single one.
-Evasion now always grants 50% evasion chance.
-Defense Aura now always grants 8 armor bonus to all nearby allied creeps.
-Speed Aura now always grants 25% movement speed bonus to all nearby allied creeps.
-Damage Aura now always grants 33% attack damage bonus to all nearby allied attacker.
-Increased hitpoints of Faceless Void (creep) to 4700 from 4500.
-Increased hitpoints of Demolishion Machines to 150 from 130.
-Increased hitpoints of Siege Engines to 2500 from 2400.
-Increased attack damage of Siege Engines to 6 from 5.
-Increased attack damage of Phoenixes to 10 from 7.
-Increased attack damage of Brutal Ghouls to 15 from 11.
-Decreased slowing effect of Slow Aura (Aura Tower) to 15/20/25-% from 20/25/30-%.
-Increased attack damage of Mountain Giants to 80 from 65.
-Barricades are no longer able to upgrade into a Mine.
-Fixed a minor typo in the Mine (1)'s tooltip description.
-Updated the email adress string of the last hint message.

Changelog v2.30 (10th Dec. 2013)

-Complete terrain overhaul - bases are now farer away from each other in general.
-Improved the tower layout of bots to improve their survivability against air units.
-Removed some unintentional debug message and debug code.
-Elemental Towers now have 3 stages (2 upgrades) and made them earlier accessable. (Casts 5k, 35k and 250k)
-Increased attack value of all elemental towers.
-Decreased the defensive value of all elemental towers (hitpoints).
-Added an additional Scout Tower stage with a unique active ability to improve scouting.
-Added a third Aura Tower stage for each aura type.
-Added a new elemental tower type: Death Elemental
-Added a new elemental tower type: Thunder Elemental
=> (In total 22 new towers in this version!)

Changelog v2.20

- Added Bots to the game - you can activate them by occupying computer slots.
- Added a new tower type: Sharp Towers
- Added a new tower type: Elemental Towers
- Set mine damage from 75/750/7500 to 100/1250/20000.
- Set mine damage AoE from 150 to 175.
- Towers will now show buffs.
- Spell Tower: can now use one ability every 30 seconds instead of 20 seconds.
- Spell Tower: highly increased the damage of Fireball on later levels.
- Spell Tower: increased the casting range of Rebuild from 800 to 900.
- Fixed a bug that creeps were able to move while being stunned.
- Fixed a bug that Earthquake didn't work.
- Fixed a bug that Ultimate Spawn didn't work.
- Fixed a glitch that sometimes towers were inproperly huge after an upgrade.
- Fixed various bugs and glitches.
- Blacked out the command button UI to make the button page clearer.
- Towers are now built and upgraded nearly instantly.
- Lowered the attack range of all attacking units.

Changelog v2.11

- Recoded the entire map code (100%) with object orientated vJass.
- Added a mode selection interactiv multiboard.
- The two modes -fastgame and -hardgame are now slightly less effective.
- Many minor improvements and a few bug fixes.
- v2.11 fixes one major bug that inactiv playerslots were not removed.

- Spell Tower stun missile flies faster now and can target air units while having increased damage.
- Added information about casting range for Fireball and Rebuild of Spell Towers.
- Increased the casting range of Rebuild of Spell Towers.
- Increased costs of Aura Tower (1) from 4000 to 5000.
- Added one new stage for every Aura Tower type to improve their auras.
- Increased costs of Scout Tower from 2500 to 4000 and decreased its vision range from 600 to 500 AoE.
- Decreased hitpoints of Scout Tower and Aura Tower (1) from 500 to 250.
- Decreased the upgrade costs of Mine (2) and Mine (3).
- Minor code optimization.
- Decreased Earthquake AoE from 400 to 300 and increased damage from 50% to 60%.
- Added a new tower type: Barricade
- Changed icon of Wall.
- Added damage information for mines into their command card.
- Fixed a minor tooltip glitch at Aura Towers.
- Changed position of Sell button.
- Changed position of the upgrade tower button for all tower types.

Changelog v2.04

- Optimized map code. (removed FrostSlow, RandomTechInit triggers)
- Decreased hitpoints of the upgraded version of Aura Tower from 500 to 400.
- Fixed a bug that Walls are disabled when picking NoAir mode instead of NoAttackers.
- Set the attackspeed of all attacking units to 1 second to create more transparency over their dps.
- Improved tooltip readability (colors) of some creep tooltips.
- Banshee in now an invisible creeps in "-noair" mode.
- Decreased signals for enemy attacks on the minimap for players.

Changelog v2.03

- Updated the hint messages.
- Fixed a bug that Mines were able to screw up the anti-tower-block system.
- Fixed a bug that Siege Tower (2) and (3) had wrong button positions.
- Increased gold costs of Scout Tower from 500 to 2500.
- Increased gold costs of Aura Tower from 2500 to 4000.
- Fixed a bug that units stunned by Fireball of the Spell Tower continue with their order.
- Fixed a bug that Missile Tower (5) and (6) were able to see invisible units.
- Fixed a bug that Walls, Aura Towers and Scout Towers didn't pull attacker aggro.
- Disable Anti-Air when playing -noair.
- Disable Wall when playing -noattackers.
- Decreased hitpoints of Scout Tower and Aura Tower from 500 to 400.
- Fixed a bug that Siege Tower (1) costed 30 gold instead of 10 gold.

Changelog v2.02

- Fixed a bug that Anti-Air Tower (3) didn't upgrade correctly.
- Fixed a bug that Missile Tower (2) was able to upgrade in two different ways.

I uploaded this new LTW - Evolution as a new map on the hive because I want to keep both versions for download.
They are very different and I think most people won't like this new concept in LTW - Evolution v2.00 but I hope that they will find it better and more strategic than the old versions over time.

This is far too different from LTW, and pretty much made from scratch with a completely different style. You should give it your own name, too, so people don't get it confused with Line Tower Wars. Name it Robbe Tower Wars or something.

I wasn't complaining, I was just saying that you made it all from scratch, so you might as well give it a new name, as the way it's played is entirely different, and I would consider it a different game. That's why I have both this, and your 1.65, in my maps folder, and I play them both.

Although, I would appreciate it if you brought back branches into the basic towers.

For 2.06, hmm... You should definitely put the branches back together into basic towers. I liked the idea of archer splitting into guard tower and cannons later on, and blade tower splitting into blade and ogre later on; you should have kept that. I also really miss having the blade and ogre towers, they added some strategy as you had to make sure you used them in places where they could take advantage of their qualities.

While you're at it, if you do bring branches back into the game, you could make the anti-air tower another branch out of the guard tower, and add a new "rocket tower" branch from the cannon towers, rocket tower having a smaller splash radius, but being able to target air. Basically, the archer tower would have a total of four different end-game results that it could end up as.

The blade could be a branch out from the wall, which would then later split into more blades, or the mauler.

I've got a few more ideas, but I'm going to save them for the map I'm working on, and then give the ideas to you after it's released. If you implemented them before my map was released, people would probably accuse me of stealing from you, and I would rather avoid being accused of stealing my own work XD.